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About Jasnatdic

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    Copper Miner
  1. Torches burn out!

    So, all of this has been talked to death several times over the last year or so. Basically there are things that Bioxx wanted to add to tfc, like temps and enviornmental hazards related to exposure to extreme heat and cold. But was running into trouble because of all the codeing sidetracks he has taken causeing great difficulty sorting through and adding new things such as this. Not sure if he still has a desire to go on wish the thermal stuff but if so id look for it to show up in tfc2. Burning out lights, also suggested and fought over several times. The "realistic immersion" seems cool, but in the end its just more annoying stuff to micromanage imo.
  2. Friendly Mobs Are Gone!

    There is your problem. The servers world file is looking for specific ids that it then links to specific files. If your keeping the world you can't delete the config, even if blocks and items are added. Best bet if you hopefully have a backup, if not there's pretty much no going back, is to backup the config on your client. Then you delete the confg on the client. Then load and produce a new config with the new version. After that you have to cross reference the new config with the old one and make sure all the old block and item ids match the old config, and that any new ones don't conflict with older already used ids. Basically the server is looking for id #such and such to be in that particular spot. So if block id it was useing for the block was 213, but now the id for that block is 235 and now id 213 is used by another block then it will show the new block with that id and not the old. Same with items, same with entities (like sheep,cows,chickens and so on). The reason your animals poof but monsters still appear is because animals are persistant, and monsters respawn constantly if their spawn conditions are met. Edit: reason I say generate new config for cross reference on client is if you do it on the server then the dammage is done ad soon as the world loads, animals that possibly have a new entity id are then deleted cause the old animals were not linked to an id on the world files. Once the new config is varified you can then either add it to the server, or cross reference it with the server config.
  3. feed the beast mod launcher?

    Yes, I know the quote, and it is still an assumption to presume how Bioxx would feel toward FTB as a launcher platform, and since you apparently didn't read the last part of my post I'll reiterate It is likely based upon past posts by Bioxx that he would be apposed to TFC being in a launcher. Sitting here screaming at other people in text raging that they don't see it your way is kinda silly. Bioxx has been known to change his mind on things several times based upon feedback from his community, and as I said above; It would be both beneficial to TFC however premature for it to be in any kind of pack on the FTB launcher in its current state of development. Also, as Renadi stated just above me here, there aren't more than a few mods that would even fit with TFC so it wouldn't be as much of a mod-pack as it would be a launcher option.
  4. feed the beast mod launcher?

    While all of the assumptions as to how Bioxx Would feel toward the Ftb launcher, and all of the "if people can't figure out how to install TFC they need to die and they suck to much to figure out TFC anyway" is great and all that... I do not think that a TFC modpack on the launcher would be a bad thing with some assumptions, like the pack is maintained by someone who very closly colaborates with Bioxx, if not by Bioxx himself. Mostly to the end that the very spirit of TFC is maintained. I also think that it would currently be premature to put TFC in a pack with the current state of development, that being massive changes every couple weeks. If Bioxx declines the addition of TFC then that needs to be respected, firstly its his mod, and secondly slowpoke won't let any mods into. FTB modpack that done have express permission. Past posts indicate that Bioxx would in general be apposed to any pack of sorts, especially technic which this isnt. Technic = stolen and poorly slapped togather mods, FTB= almost a collaboration between the mod devs for a superior experience.
  5. [B66] Possible problem cooling in chests?

    Essentially it makes a separate instance folder for each instance of minecraft you play, multimc is actually easier to use than just modding yourself because it deletes all the right stuff and so on. In answer to the issue at hand, forge goes in the jar not core mods. This is quite simple in multimc as it has a direct link in the edit mods gui under jar mods which you can directly download the correct forge build.
  6. Several hour game suddenly crashing.

    Alpha comes before Beta. Also, the best way to troubleshoot this since you are useing other mods is to make a backup of the world and start deleting other mods one by one until you can connect in that location. If you get down to just tfc and the correct forge build and the correct player api and it still crashes then it is a tfc issue. Even if its throwing a tfc error its not necicarily a tfc error. For instance I was useing the teleport mod with tfc an d it would throw a fruit tree tile entity error randomly while teleporting and such, whis would even take down the server. It showed a problem with a tfc function, but was caused by the other mod.
  7. Meals?

    Do you basically disagreed with what I said, and then typed a bunch of information that supported what I said... /clap
  8. Fishing

    Would be cool to have a "These items are already set for development so don't suggest them" thread. But, on the other hand we wouldn't want a bunch of you promised this where is it posts.
  9. Meals?

    People living thousands of years ago had much stronger immune systems than we do nowadays, antibiotics have allowed us to keep more troubling diseases under control, but most people get way to many of them. Also, aside from shellfish, there aren't really any foodborn illness that come from the average fish. Bottom feeders such as catfish might have parasites in the meat, but other than that you could pretty much eat a large variety of fish raw with no ill effect. Of course things have kinda changed with polutants and such but I don't see any factories spewing green goop in tfc. In fact you would probably be more likly to get a harmful bacteria from "cooked" pork that wasn't really cooked totally thuroughly than from freshish raw fish.
  10. Why are we only spawning south?

    JAG, that photo has been the source of much ROFLs...
  11. Winter in TFC

    The snow piles and stacking and such is built into vanilla and was to be the initial snow mechanism, but it made slow comps soil themselves so it was tonned down to a single layer. Really it isn't a forced choice that snow doesn't work. Forge is open to pull and push the hooks required, all someone has to do is properly implement the hooks and throw it up. Well, its not quite that simple, but that the basics. If I knew the hooks needed and spent more than 20 hours codeing java in the last 6 years id do it. As far as I know forge hasn't said they won't allow hooks for snow and weather, unless I missed something.
  12. Official b60 bugs list

    Tamed wolves dieing of hunger is a feature not a bug, your suppose to be required to keep them fed.
  13. Cubic Chunks in TFC

    Really there are a few options. 1 is dismiss cubic chunks in tfc to maintain compatability with everything the simple way. 2 is write the cubic chunks extensions and changes on top of forge with a specific forge build required every time you update the mod this would have to be done. This would make tfc a jar mod again and maintain an average compatability level with forge mod folder based mods. 3 is sepperate tfc from minecraft and write a new engine for it makeing it its own entity. This would honestly take a solid team a year or more to do right. 4 is when spout is complete write tfc to exsist on spout, in much the same manner as 3 except for spout is the engine and will have cubic chunks already in it. This option is the best way to include cubic chunks in tfc, it would however make it incompatable with all mods not written with spouts api. Spout is probable several months from being a viable working platform however. So anyhow there may be other options available but those are the ones I can think up.
  14. Stone Redux

    We use to pick up cobble stone, it wouldn't even make sense to add a mechanic to turn the new item obtained from digging stone and now picking up rocks into the old item we use to pick up. Use to mine cobblestone from stone, and get flint from the rocks spread about. The entire point of making it so you pick up these stones was a precursor to the construction system, where you would take these stones, plus mortar or what have you and build a stone wall, rather than placing cubic meters of stone at a time. It remains to be seen how construction will be implemented but I will be honestly disappointed if it is cheapened by some silly recipe of 4 stones in a crafting grid rather than this complex building process that has been mentioned to be in thought. Quite honestly it doesn't even matter that it doesn't make sense that a half implemented mechanic is there. We place stones and they become cobblestone because it isn't complete yet.
  15. Stone Redux

    I skipped most of everything here to mention that the op would be counter productive to the indicated direction of the mod. The only reason we pick up stones instead of cobblestone is because it was a step to bringing generation in line with the building system to be implemented in the future. Rocks being throw-able as weapons I agree with, them disappearing I don't (ever thrown a rock? It lands and you can pick it up and throw it again.) The crafting of 4 rocks into cobblestone and whatever else as I mentioned would be counter productive to even think of coding.